/*	Hacky way of rendering a 3D skybox.
		- Consider rendering 3D skybox once into envmap?
		- Consider using FBO instead and somehow spanning it?
*/
void Sky_Draw3DWorld(void)
{
	MathVector3f_t oldorg;

	// Don't let us render twice.
	if (!sky_camera || r_refdef.sky)
		return;

	// Update view position.
	plVectorCopy3f(r_refdef.vieworg, oldorg);
	plVectorCopy3f(sky_camerapos, r_refdef.vieworg);
	
	R_SetupView();
	R_SetupScene();

	glScalef(2.0f, 2.0f, 2.0f);
	glTranslatef(
		sky_camerapos[0] - oldorg[0],
		sky_camerapos[1] - oldorg[1],
		sky_camerapos[2] - oldorg[2]
	);

	r_refdef.sky = true;
	World_Draw();
	r_refdef.sky = false;

	// Restore view position.
	plVectorCopy3f(oldorg, r_refdef.vieworg);

	// Setup the view again, urgh.
	R_SetupView();
}
示例#2
0
/*
================
R_RenderView
================
*/
void R_RenderView (void)
{
	double	time1, time2;

	if (r_norefresh.value)
		return;

	if (!cl.worldmodel)
		Sys_Error ("R_RenderView: NULL worldmodel");

	time1 = 0; /* avoid compiler warning */
	if (r_speeds.value)
	{
		//glFinish ();
		time1 = Sys_DoubleTime ();

		//johnfitz -- rendering statistics
		rs_brushpolys = rs_aliaspolys = rs_skypolys = rs_particles = rs_fogpolys = rs_megatexels =
		rs_dynamiclightmaps = rs_aliaspasses = rs_skypasses = rs_brushpasses = 0;
	}
	//else if (gl_finish.value)
	//	glFinish ();

	R_SetupView (); //johnfitz -- this does everything that should be done once per frame

	R_RenderScene ();

	//johnfitz

	//johnfitz -- modified r_speeds output
	time2 = Sys_DoubleTime ();
	if (r_pos.value)
		Con_Printf ("x %i y %i z %i (pitch %i yaw %i roll %i)\n",
			(int)cl_entities[cl.viewentity].origin[0],
			(int)cl_entities[cl.viewentity].origin[1],
			(int)cl_entities[cl.viewentity].origin[2],
			(int)cl.viewangles[PITCH],
			(int)cl.viewangles[YAW],
			(int)cl.viewangles[ROLL]);
	else if (r_speeds.value == 2)
		Con_Printf ("%3i ms  %4i/%4i wpoly %4i/%4i epoly %3i lmap %4i/%4i sky %1.1f mtex\n",
					(int)((time2-time1)*1000),
					rs_brushpolys,
					rs_brushpasses,
					rs_aliaspolys,
					rs_aliaspasses,
					rs_dynamiclightmaps,
					rs_skypolys,
					rs_skypasses,
					TexMgr_FrameUsage ());
	else if (r_speeds.value)
		Con_Printf ("%3i ms  %4i wpoly %4i epoly %3i lmap\n",
					(int)((time2-time1)*1000),
					rs_brushpolys,
					rs_aliaspolys,
					rs_dynamiclightmaps);
	//johnfitz
}
/*
================
R_RenderView
================
*/
void R_RenderView (void)
{
	double	time1, time2;

	if (r_norefresh.value)
		return;

	if (!cl.worldmodel)
		Sys_Error ("R_RenderView: NULL worldmodel");

	time1 = 0; /* avoid compiler warning */
	if (r_speeds.value)
	{
		glFinish ();
		time1 = Sys_DoubleTime ();

		//johnfitz -- rendering statistics
		rs_brushpolys = rs_aliaspolys = rs_skypolys = rs_particles = rs_fogpolys = rs_megatexels =
		rs_dynamiclightmaps = rs_aliaspasses = rs_skypasses = rs_brushpasses = 0;
	}
	else if (gl_finish.value)
		glFinish ();

	if (vr_enabled.value)
	{
		VR_SetupView (); // jeremiah sypult -- allow VR to get in there before R_SetupView
	}
	else
	{
		R_SetupView (); //johnfitz -- this does everything that should be done once per frame
	}

	//johnfitz -- stereo rendering -- full of hacky goodness
	if (r_stereo.value)
	{
		float eyesep = CLAMP(-8.0f, r_stereo.value, 8.0f);
		float fdepth = CLAMP(32.0f, r_stereodepth.value, 1024.0f);

		AngleVectors (r_refdef.viewangles, vpn, vright, vup);

		//render left eye (red)
		glColorMask(1, 0, 0, 1);
		VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
		frustum_skew = 0.5 * eyesep * gl_nearclip.value / fdepth;
		srand((int) (cl.time * 1000)); //sync random stuff between eyes

		R_RenderScene ();

		//render right eye (cyan)
		glClear (GL_DEPTH_BUFFER_BIT);
		glColorMask(0, 1, 1, 1);
		VectorMA (r_refdef.vieworg, 1.0f * eyesep, vright, r_refdef.vieworg);
		frustum_skew = -frustum_skew;
		srand((int) (cl.time * 1000)); //sync random stuff between eyes

		R_RenderScene ();

		//restore
		glColorMask(1, 1, 1, 1);
		VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
		frustum_skew = 0.0f;
	}
	else
	{
		R_RenderScene ();
	}
	//johnfitz

	//johnfitz -- modified r_speeds output
	time2 = Sys_DoubleTime ();
	if (r_speeds.value == 2)
		Con_Printf ("%3i ms  %4i/%4i wpoly %4i/%4i epoly %3i lmap %4i/%4i sky %1.1f mtex\n",
					(int)((time2-time1)*1000),
					rs_brushpolys,
					rs_brushpasses,
					rs_aliaspolys,
					rs_aliaspasses,
					rs_dynamiclightmaps,
					rs_skypolys,
					rs_skypasses,
					TexMgr_FrameUsage ());
	else if (r_speeds.value)
		Con_Printf ("%3i ms  %4i wpoly %4i epoly %3i lmap\n",
					(int)((time2-time1)*1000),
					rs_brushpolys,
					rs_aliaspolys,
					rs_dynamiclightmaps);
	//johnfitz
}
void R_RenderView (void)
{
	double	time1 = 0,
			time2;

	if (r_norefresh.value)
		return;

	if (!cl.worldmodel)
		Sys_Error ("R_RenderView: NULL worldmodel");

	if(r_speeds.value)
	{
		glFinish ();
		time1 = System_DoubleTime();

		//johnfitz -- rendering statistics
		rs_brushpolys = rs_aliaspolys = rs_skypolys = rs_particles = rs_fogpolys = rs_megatexels =
		rs_dynamiclightmaps = rs_aliaspasses = rs_skypasses = rs_brushpasses = 0;
	}

	R_SetupView (); //johnfitz -- this does everything that should be done once per frame

	Video_ClearBuffer();

	//johnfitz -- stereo rendering -- full of hacky goodness
	if (r_stereo.value)
	{
		float	eyesep = Math_Clamp(-8.0f, r_stereo.value, 8.0f),
			fdepth = Math_Clamp(32.0f, r_stereodepth.value, 1024.0f);

		Math_AngleVectors(r_refdef.viewangles, vpn, vright, vup);

		// Render left eye (red)
		glColorMask(true,false,false,true);
		Math_VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
		frustum_skew = 0.5f*eyesep*NEARCLIP/fdepth;
		srand((int) (cl.time * 1000)); //sync random stuff between eyes

		R_RenderScene();

		// Render right eye (cyan)
		glClear (GL_DEPTH_BUFFER_BIT);
		glColorMask(0, 1, 1, 1);
		Math_VectorMA (r_refdef.vieworg, 1.0f * eyesep, vright, r_refdef.vieworg);
		frustum_skew = -frustum_skew;
		srand((int) (cl.time * 1000)); //sync random stuff between eyes

		R_RenderScene();

		// Restore
		glColorMask(true,true,true,true);
		Math_VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
		frustum_skew = 0.0f;
	}
	else
		R_RenderScene();
	//johnfitz

	//johnfitz -- modified r_speeds output
	time2 = System_DoubleTime();
	if(r_speeds.value == 2)
		Con_Printf(	"%3i ms  %4i/%4i wpoly %4i/%4i epoly %3i lmap %4i/%4i sky %1.1f mtex\n",
					(int)((time2-time1)*1000),
					rs_brushpolys,
					rs_brushpasses,
					rs_aliaspolys,
					rs_aliaspasses,
					rs_dynamiclightmaps,
					rs_skypolys,
					rs_skypasses,
					TexMgr_FrameUsage ());
	else if(r_speeds.value)
		Con_Printf ("%3i ms  %4i wpoly %4i epoly %3i lmap\n",
					(int)((time2-time1)*1000),
					rs_brushpolys,
					rs_aliaspolys,
					rs_dynamiclightmaps);
	//johnfitz
}